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Refactor whimsical star

This commit is contained in:
dawnDus 2022-01-29 11:14:39 -05:00
parent ff5cf7359b
commit d3d77b58e3
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GPG key ID: 972AABDE81848F21

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@ -21,18 +21,23 @@ pub struct Star {
pub prev_y: i32,
pub vel_x: i32,
pub vel_y: i32,
pub rect: Rect<u16>,
}
impl Star {
fn new(vel_x: i32, vel_y: i32) -> Star {
Star { x: 0, y: 0, vel_x, vel_y, prev_x: 0, prev_y: 0 }
fn new(vel_x: i32, vel_y: i32, rect: Rect<u16>) -> Star {
Star { x: 0, y: 0, vel_x, vel_y, prev_x: 0, prev_y: 0, rect }
}
}
impl WhimsicalStar {
pub fn new() -> WhimsicalStar {
WhimsicalStar {
star: [Star::new(0x400, -0x200), Star::new(-0x200, 0x400), Star::new(0x200, 0x200)],
star: [
Star::new(0x400, -0x200, Rect { left: 192, top: 0, right: 200, bottom: 8 }),
Star::new(-0x200, 0x400, Rect { left: 192, top: 8, right: 200, bottom: 16 }),
Star::new(0x200, 0x200, Rect { left: 192, top: 16, right: 200, bottom: 24 }),
],
star_count: 0,
equipped: false,
active_star: 0,
@ -40,9 +45,9 @@ impl WhimsicalStar {
}
pub fn set_prev(&mut self) {
for iter in 0..=2 {
self.star[iter].prev_x = self.star[iter].x;
self.star[iter].prev_y = self.star[iter].y;
for star in &mut self.star {
star.prev_x = star.x;
star.prev_y = star.y;
}
}
}
@ -54,9 +59,9 @@ impl GameEntity<(&Player, &mut BulletManager)> for WhimsicalStar {
(player, bullet_manager): (&Player, &mut BulletManager),
) -> GameResult {
if !self.equipped && player.equip.has_whimsical_star() {
for iter in 0..=2 {
self.star[iter].x = player.x;
self.star[iter].y = player.y;
for star in &mut self.star {
star.x = player.x;
star.y = player.y;
}
self.equipped = true;
}
@ -68,39 +73,37 @@ impl GameEntity<(&Player, &mut BulletManager)> for WhimsicalStar {
self.star_count = player.stars;
let mut prev_x = player.x;
let mut prev_y = player.y;
for star in &mut self.star {
star.vel_x += if prev_x >= star.x { 0x80 } else { -0x80 };
star.vel_y += if prev_y >= star.y { 0xAA } else { -0xAA };
star.vel_x = star.vel_x.clamp(-0xA00, 0xA00);
star.vel_y = star.vel_y.clamp(-0xA00, 0xA00);
star.x += star.vel_x;
star.y += star.vel_y;
prev_x = star.x;
prev_y = star.y;
}
// Only one star can deal damage per tick
self.active_star += 1;
self.active_star %= 3;
for iter in 0..3 {
if iter != 0 {
self.star[iter].vel_x += if self.star[iter - 1].x >= self.star[iter].x { 0x80 } else { -0x80 };
self.star[iter].vel_y += if self.star[iter - 1].y >= self.star[iter].y { 0xAA } else { -0xAA };
} else {
self.star[iter].vel_x += if player.x >= self.star[iter].x { 0x80 } else { -0x80 };
self.star[iter].vel_y += if player.y >= self.star[iter].y { 0xAA } else { -0xAA };
}
self.star[iter].vel_x = self.star[iter].vel_x.clamp(-0xA00, 0xA00);
self.star[iter].vel_y = self.star[iter].vel_y.clamp(-0xA00, 0xA00);
self.star[iter].x += self.star[iter].vel_x;
self.star[iter].y += self.star[iter].vel_y;
if iter < self.star_count as usize
&& state.control_flags.control_enabled()
&& self.active_star == iter as u8
{
let bullet = Bullet::new(
self.star[iter].x,
self.star[iter].y,
45,
TargetPlayer::Player1,
Direction::Left,
&state.constants,
);
bullet_manager.push_bullet(bullet);
}
if self.active_star < self.star_count && state.control_flags.control_enabled() {
let bullet = Bullet::new(
self.star[self.active_star as usize].x,
self.star[self.active_star as usize].y,
45,
TargetPlayer::Player1,
Direction::Left,
&state.constants,
);
bullet_manager.push_bullet(bullet);
}
Ok(())
@ -115,18 +118,12 @@ impl GameEntity<(&Player, &mut BulletManager)> for WhimsicalStar {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "MyChar")?;
const STAR_RECTS: [Rect<u16>; 3] = [
Rect { left: 192, top: 0, right: 200, bottom: 8 },
Rect { left: 192, top: 8, right: 200, bottom: 16 },
Rect { left: 192, top: 16, right: 200, bottom: 24 },
];
let (active_stars, _) = self.star.split_at(self.star_count as usize);
for iter in 0..self.star_count as usize {
let x = interpolate_fix9_scale(self.star[iter].prev_x as i32, self.star[iter].x as i32, state.frame_time)
- frame_x;
let y = interpolate_fix9_scale(self.star[iter].prev_y as i32, self.star[iter].y as i32, state.frame_time)
- frame_y;
batch.add_rect(x, y, &STAR_RECTS[iter]);
for star in active_stars {
let x = interpolate_fix9_scale(star.prev_x as i32, star.x as i32, state.frame_time) - frame_x;
let y = interpolate_fix9_scale(star.prev_y as i32, star.y as i32, state.frame_time) - frame_y;
batch.add_rect(x, y, &star.rect);
}
batch.draw(ctx)?;